Wild Watcher (CR 19)
Alignment: Always neutral
Initiative: +12 (Dex); Senses: low-light vision, true seeing, Listen +34, and Spot +34
Languages: Aquan, Auran, Common, Druidic, Ignan, Sylvan, Terran
AC: 38 (+12 Dex, +16 natural) touch 22, flat-footed 26
Hit Dice: 26d8 (325 hp); DR: 15/cold iron and magic
Fort +17, Ref +27, Will +20
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +13; Grapple +21
Attack: Melee +5 shocking burst spear +27/+22/+17
Full Attack: Melee +5 shocking burst spear +27/+22/+17
Damage: Melee +5 shocking burst spear 1d8+17 plus 1d6 electricity (19-20/x3)
Special Attacks/Actions: Elemental standards
Abilities: Str 27, Dex 34, Con 29, Int 20, Wis 21, Cha 27
Special Qualities: Fast healing 10;fear immunity, poison immunity, resist acid 30, cold 30, electricity 30, fire 30, SR 30, gift of the watcher, summon spear, thorny cloak, swarm aura (10 ft., DC 32)
Feats: Combat Expertise; Improved Critical (spear); Improved Disarm; Improved Initiative; Improved Trip; Quicken Spell-Like Ability (barkskin; baleful polymorph); Track; Weapon Focus (spear)
Skills: Bluff +37, Concentration +38, Diplomacy +41, Hide +41, Knowledge (nature) +36, Listen +34, Move Silently +41, Sense Motive +34, Spot +34, Survival +34, and Tumble +41
Advancement: By character class
Climate/Terrain: Demiplane of Last Resort
Organization: Solitary or band (2-4)
Treasure/Possessions: +5 shocking burst spear
Elemental Standards (Su): Every wild watcher wears four elemental standards on his back, each one corresponding to one of the elements. Each banner grants a different benefit as long as the wild watcher wears it. The air banner grants electricity resistance 30 and the ability to cast a quickened air walk once per day as a spell-like ability. The fire banner grants fire resistance 30 and the ability to cast a quickened flame strike once per day as a spell-like ability. The water banner grants cold resistance 30 and the constant ability to breathe water. The earth banner grants acid resistance 30 and the ability to cast stoneskin once per day as a spell-like ability. Spell-like abilities function at caster level 19th.
Gift of the Watcher (Su): A wild watcher may grant any other creature one (or more) of its banners to be used by that creature in defense of the natural world. The receiver of the banner must either hold it in hand or wear it on his back (in the cloak item slot) to gain its benefits. Only a wild watcher may wear multiple standards on its back. A watcher cannot be forced to grant its gift of the watcher through magical means, nor through intimidation, but if a watcher is caught in a bet or in a broken promise, he may begrudgingly yield up a banner. A gifted banner remains in the possession of the creature as long as the wild watcher wills it; he may reclaim the banner at any time as a free action, at which time the banner returns to the wild watcher across any distance. If the wild watcher is killed, the creature who gained the gift can keep the banner indefinitely, but if he tries to give it away or sell it, the banner is destroyed.
Summon Spear (Su): A watcher may summon a +5 shocking burst spear into its hands as an immediate action (a free action it can take once per round even when it's not its turn). This spear is real as long as it remains in contact with the wild watcher; the instant he releases it, it vanishes. A wild watcher's spear can be used to make disarm or trip attacks, but grants no additional bonus on these checks.
Swarm Aura (Su): A wild watcher is constantly surrounded by a swarm of flying vermin. Anyone within 10 feet of a wild watcher must make a DC 32 Fortitude save to avoid becoming nauseated for 1 round. All creatures who begin their turn within 10 feet of a wild watcher take 3d6 points of damage from being exposed to the biting and stinging insects. A wild watcher is immune to swarm damage, and can move through swarms without fear of being harmed or distracted. The save DC is Constitution-based.
Thorny Cloak (Ex) The cloak of woven thorns, briars, and nettles that surrounds a wild watcher possesses a life of its own and serves the watcher diligently at all times. Any creature making a melee attack against the watcher is automatically subjected to a disarm attempt by the wild watcher. In addition, the thorny cloak snatches arrows and other small projectiles and thrown weapons out of the air, launching them back at the attacker. The cloak makes disarm attempts and ranged attacks using the wild watcher's melee and ranged attack bonuses. It can attempt a disarm or return fire a captured ranged weapon attack only once per character per round, always attempting to do so on that character's first attack.
True Seeing (Su): The wild watcher is continuously under the effect of true seeing. This effect cannot be dispelled. Wild watchers were once the final surviving members of the druidic Order of the Storm; they transformed into their new, fey incarnation when they worked their last great magic to remove Tilagos Island from the Material Plane, becoming the deathless guardians of the resulting demiplane of Last Resort.
Spell-like Abilities (CL 19th, +25 ranged touch) At will - baleful polymorph (DC 23), barkskin, gaseous form, greater dispel magic, greater invisibility, gust of wind, pass without trace, transport via plants, wall of thorns; 3/day - quickened barkskin, quickened baleful polymorph (DC 23), fire shield, insect plague; 1/day - call lightning storm (DC 23), commune with nature, creeping doom